Catalyst - Quickness Support Power DPS
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Support
Designed for: Raids
Overview
A quickness-providing catalyst build. In addition to offering strong DPS, it provides 20-24 Might, permanent Fury, 85-100% Resolution, 85-100% Protection and 70-85% Vigor. It will also occasionally provide Swiftness when it blasts its lightning field. The Arcane version of this build provides permament uptimes of all these boons.
The use of Quickness makes it fairly reliable.
removes one of the major weaknesses of Catalyst, allowing the build to be very flexible with weapon and rotation choice. It can be played identically to the DPS build, and the frequent application ofWhile it can provide Aegis from , you must plan ahead to ensure that will be available when you need it.
Skill Bar
Weapon Variants
Hammer, Sword/Warhorn and Scepter/Warhorn all offer very similar damage, so for the most part you can go with whichever you prefer, though use of Warhorn requires Secrets of the Obscure.
Hammer is chosen as the default here as it is the only weapon that still performs well when taking the Arcane traitline, which significantly improves the uptimes of boons provided. It adds an extra level of challenge however, and the build still performs well with the Fire traitline.
Scepter/Warhorn with Swiftness uptime where the Arcane build has 100%).
is in very close competition, offering higher DPS but slightly worse boon coverage (most notably it only has ~55%Scepter/Warhorn could be used if you need to be at range for a long period. Hammer is unusual in that the Fire and Air sections can be performed at 600 range, but Water and Earth are fully melee.
Both Warhorn builds have the option to sacrifice some DPS by adding Might (though this is likely unnecessary, especially if you're also using ), adds ~50% Swiftness, and will provide full Protection as well as ~10% uptime of all boons.
, and particularly into the rotation, significantly improving boon coverage. However, the Arcane Hammer build can provide a similar improvement in boon generation without sacrificing DPS. will let you provide fullBe aware that non-Hammer builds need different gear (see below).
Skill Variants
- Any heal skill can be used.
- will provide more burst damage than .
- will be more damage than on large hitboxes.
- is a minor DPS loss if you prefer to avoid conjured weapons, or you think you won't get use out of the second one.
- Use if using one of the Warhorn sets.
Template Code
Specializations
- could add a small amount of damage if you can block three attacks with the shield.
- could be used with the Scepter/Warhorn build and Fire specialization below.
Specialization Variants
Both Warhorn builds should run the Fire traitline for maximum damage. You can also run this on Hammer if you prefer a simpler rotation.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
- is a tiny DPS loss.
Non-Hammer variants
Due to the lack of crit chance from
, builds that don't use hammer should run the following:Assassin
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x13
x5
- is a tiny DPS loss.
- If you don't have stat infusions, use an Assassin stats backpiece as well.
- You can also replace Berserker stats gear, and a instead of a .
- This is a small DPS loss if running , and a small DPS gain if running .
with , run full
Consumables
Food:
- or ascended versions
Utility:
Usage
Rotation fundamentals
Jade Sphere use
During the loop, you want to deploy your Jade Sphere once in each element. Each one provides Quickness and one other boon upon activation, then pulses additional boons for the duration. Unlike the DPS build, you can gain the energy while one is active, so there is some flexibility with when you use them. generates stacks of , and and will last longer if used while standing in and respectively, so these spheres are best to use as early as possible.
Glyph of Storms use
should be used either in Fire or Air attunement. Optimal use will depend on phase timings as well as hitbox size - Fire favouring small hitboxes and Air favouring large. Given the damage and cooldown, Fire should be the more efficient option, but the rotation can line up somewhat awkwardly compared to using it in Air, so consider the following:
- A rule of thumb for elementalist is that your last in each phase should be used in Air, so try to keep an idea of how long you have left when deciding where to use it.
- As the more powerful option, if you can line Air up with your target gaining Exposed this will be greatly beneficial - particularly useful in fractals.
- You may be better off just casting at the earliest possible opportunity, whether you are in Fire or Air.
Fiery Greatsword use
Summon after swapping to and use , then drop the weapon and continue your rotation. The next time you reach , pick the second Greatsword up and repeat. Cast (make sure your is already down) as soon as you can, and it will buff the ticking damage.
Hammmer Fundamentals
Catalyst's rotation can be varied quite a lot, so an outline is provided rather than a strict skill usage. The fundamental goal is to cycle through all four elements, activating the Circular Projectile in each element before releasing them all with
and starting the loop again. Jade Sphere is also used in each element for boons. Downtime can be minimised by using the skills with the longest cast times last in each attunement and immediately swapping.
Fire
In Fire you want to use:
Water
In Water you want to use:
- - use if available, but don't delay your attunement swap for it
Air
In Air you want to use:
- .
Earth
In Earth you want to use:
- - as is a powerful autoattack, it is a good idea to delay this until your attunement swap is available, then use and immediately swap (this will not interrupt the cast)
Arcane Adjustments
If running Arcane, the cooldowns of your attunements and Jade Spheres are reduced. This means that you arrive back in your starting attunement before your Circular Projectile is available. Rather than wait, it is better to do another quick loop through all the available attunements. Performed quickly enough, you can get back to your starting attunement before expires. As you can get a whole extra set of Jade Spheres off, this substantially increases your boon generation (though the full loop itself takes ~35% longer), albeit with a notable difficulty increase.
During this shorter loop, only your 2-skills will be off cooldown (
, , and ). However as the full loop is longer, you can use once every full loop, making it optimal to "shift" to the shorter loop instead. See below for an example.
Rotation example
While you have opportunities to adjust the element order as needed, you want your first two attunements to be Fire and Air (for
and the potent Circular Projectile buffs), followed by Water and lastly Earth. Your choice of starting attunement is largely up to you, but it might be best to base it upon which you wish to open with.Be aware that many of the longer skills will interrupt each other rather than queue, so be careful to let such skills finish.
Opener in Fire
- (optional)
Air
- Water Attunement once the cast begins - swap to
Water
- (if available)
- Earth Attunement once the cast begins - swap to
Earth
- - it is optimal to delay this slightly to improve and uptime
- until is nearly off cooldown
- Fire Attunement once the cast begins - swap to
Fire
- - drop Fiery Greastword immediately after the cast
(if available, or pick up a previously placed one)
- Return to the start of the Air Section
Keep looping between the four elements, following the advice in the Rotation fundamentals section and adjusting as necessary.
Arcane Loop
If running Arcane, replace the Fire section above with the one below. Speed is crucial, so you want to be swapping attunements during skill casts.
- - drop Fiery Greastword immediately after the cast
(if available, or pick up a previously placed one)
- - it is optimal, but not essential to use this here instead of in the Water section above.
- until Fire Attunement is available
- Return to the start of the Air Section
Video example (DPS, using earth elemental)
Sword/Warhorn Rotation
The quickness rotation is almost identical to the DPS one, with the exception that you use
every loop. You can add , or into the relevant attunements if you want more boon generation.Opener in Air
Fire
- when ready
- Otherwise, autoattack until Flame Uprising is available
(if available), followed by
Earth
- (if available)
Water
- if available, otherwise autoattack until Air Attunement is ready
Air
- Autoattack and use , and as they come off cooldown
- Return to the start of the Fire Section
Scepter/Warhorn Rotation
You can add
, or into the relevant attunements if you want more boon generation.Opener in Air
Fire
The cooldown of is longer than the loop, so just cast it whenever it comes off cooldown. You don't want to delay your attunement swap to use it though, so it won't be used every loop.
- (if available)
- Otherwise, autoattack until Flame Uprising is available
(if available), followed by
Water
- (if available)
- (if available)
Earth
- - this has no cast time so can be cast during other skills
- (if available)
Air
- Autoattack and use , and as they come off cooldown
- after the second time you use
- Return to the start of the Fire Section
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